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2021-01-05Reorganize renderer code.reduz
So it can hopefully be made more cache efficient afterwards.
2021-01-04Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde
SSAO renames and move push constant binding
2021-01-04fix inconsistent normal map shader variable namingHendrik Brucker
2021-01-04Merge pull request #44530 from clayjohn/VULKAN-framebuffer-errorRémi Verschelde
Use basic uniform set for depth prepass
2021-01-03SSAO cleanup and fixesclayjohn
2021-01-02Typo correctionMuller-Castro
simple typo correction
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Expose gltf2 eight weights.K. S. Ernest (iFire) Lee
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde
Cleanup leftover functions from adding SSAO
2020-12-27Merge pull request #44705 from Chaosus/shader_fix_array_postinitYuri Roubinsky
Fix using post-init shader array constructors
2020-12-26Cleanup leftover functions from adding SSAOclayjohn
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
2020-12-27Fix using post-init shader array constructorsYuri Roubinsky
2020-12-27Merge pull request #44436 from Chaosus/shader_const_switchYuri Roubinsky
Added support for constants in shader `case` and array size declaration
2020-12-24Merge pull request #44656 from reduz/cull-fixes-and-optimizationsJuan Linietsky
Cull fixes and optimizations
2020-12-24Merge pull request #44649 from lyuma/bone_aabb_blendshapesRémi Verschelde
Fix blendshapes and calculation of bone_aabbs
2020-12-24Cull fixes and optimizationsreduz
2020-12-24Fix BVH to world_aabb, and call updatelawnjelly
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24Merge pull request #44641 from reduz/get-frame-setup-timeRémi Verschelde
Add API to get frame setup time on CPU
2020-12-24Fix blendshapes and calculation of bone_aabbsLyuma
Blendshapes without a skeleton already worked. However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes. This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-23Use basic uniform set for depth prepassclayjohn
2020-12-24Merge pull request #44623 from reduz/rewrite-renderer-indexerJuan Linietsky
Replace Octree by DynamicBVH in cull code
2020-12-24Add API to get frame setup time on CPUreduz
Needed for benchmarks
2020-12-23Bind viewport measure functionsreduz
2020-12-23Replace Octree by DynamicBVH in cull codereduz
-Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23Merge pull request #44605 from madmiraal/rename-control-marginRémi Verschelde
Rename Control margin to offset
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-23Merge pull request #44487 from bruvzg/ctl_fixes_2Rémi Verschelde
[CTL] Fix RTL scrolling and tabs selection.
2020-12-22Merge pull request #44182 from clayjohn/ASSAORémi Verschelde
Replace SAO with ASSAO as Godot's new SSAO
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-21Merge pull request #44566 from madmiraal/fix-redefined-default-parameterRémi Verschelde
Ensure default value in _render_shadow is the same as parent
2020-12-21Improve fill aligned text hit testing.bruvzg
2020-12-21Ensure default value in _render_shadow is the same as parentMarcel Admiraal
Use double instead of int for the p_lod_distance_multiplier default value in RendererSceneRenderForward::_render_shadow to match parent default value in RendererSceneRenderRD::_render_shadow
2020-12-21Rename XRPositionalTracker methodsMarcel Admiraal
Renames: - set_type() -> set_tracker_type() - set_name() -> set_tracker_name() - get_tracks_orientation() - `is_tracking_orientation() - get_tracks_position() -> `is_tracking_position() - get_hand() -> get_tracker_hand() - set_hand() -> set_tracker_hand()
2020-12-21Always include space characters (including tabs and other space-like chars) ↵bruvzg
into selection rectangles.
2020-12-21Merge pull request #44261 from madmiraal/rename-trackerhand-enumsRémi Verschelde
Rename TrackerHand enums
2020-12-19Fixes collisions in Godot 3D physicsExxion
2020-12-19Merge pull request #44521 from madmiraal/rename-rect2-clipRémi Verschelde
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19Merge pull request #33207 from Calinou/increase-camera-default-zfarRémi Verschelde
Increase the default Camera Zfar to 4000
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-19Fix error spam on wrong attachmentreduz
-For now, disable reading from depth this was always broken, needs to be fixed later -Give better error showing binding and set when this happens.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Improved shadow rendering efficiencyreduz
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.